So, I thought maybe I should try forcing myself to give weekly updates for motivation and pressure since I already started working regularly on this.

To start out with, I thought I'd show a quick video on what I currently have. It's not a lot and the game is kind of choppy when I'm recording, so I apologize for that.

Currently, there's local navigation on the Battlecruiser. This means that you can run around safely inside the ship, and it will pathfind you correctly on it, no matter how much the ship is flying around and rotating.

Ship navigation works by accessing the navigation console, and gives control of the ship. Player can then accelerate/decelerate like in SC2 and also rotate by right-clicking.

There's also a weapon console. Accessing it will connect to any attached turrets and have them follow the mouse cursor. They dont fire anything yet and they rotate through the ship.

All of this works in multiplayer. This does not mean that there's any support for playing this with multiple people in a lobby, just that the underlying network code is there and working as intended. I even experimented with a skin that applies only for the local player, so your "marine" is green, while the others are blue.

To demonstrate all of this (except the multiplayer part, I'll show that in a later video), here's a video:

Unfortunately, there's not enough progress to warrant a new video. I've been working almost every day since last video, but progress has been slow and most stuff is not noticeable in a video.

A big part of my time has gone into cleaning the code and fixing the turrets. The turrets didn't work in multiplayer before (it didn't appear to rotate on other clients than your own, and the projectiles only showed up on your client). In addition, the aim was off and they didn't really aim perfectly towards the mouse. This has been fixed though, and we're looking good for 0.0.1 alpha.

The 0.0.1 alpha milestone requires, in addition to what's already there, working ship damage and some way to visualize it (health bar, it's fine if it's ugly). It also requires multiplayer to spawn one ship per player for now, so trying it out with multiple players will give each player their own ship to control. Finally, the multiplayer should actually be testable outside the editor with 2+ people connecting and playing the game.